WIN THE MAP, NOT JUST THE FIGHTS.
Faction Face-Off is a direct match between two factions. Your faction scores by holding the Central Contact Station and Frontline Recon Stations, while every T3–T5 associate eliminated adds more points. The faction with the higher total wins.
Victory alone is not enough for the result reward. A faction must finish above 1,000,000 Battlefield Points to receive its victory or defeat package.
READ THE FROZEN FRONT.
The two faction Safe Zones meet at a clean center line. The neutral Battle Zone crosses both halves, with four Frontline Recon Stations surrounding the Central Contact Station.
THE BATTLE, MINUTE BY MINUTE.
SELECT THE START TIME
The faction leader or R4s can choose up to three possible start times. Selection closes one day before Massacre Day, when the final time is announced.
ENTER EARLY
Move in through the event screen once every entry condition is clear. You may leave and re-enter, but the game checks those conditions every time.
PREPARATION
Relocate only inside your faction’s Safe Zone. Buildings cannot be attacked yet, so use the window to organize raids and positions.
OPEN BATTLE
The Battle Zone unlocks for the 50-minute battle. Raid buildings, hold scoring structures, and take favorable fights until the battlefield closes.
SETTLEMENT
Everyone is automatically relocated back to the map they entered from. Victory or defeat rewards are mailed after the score is settled.
If the battlefield ends while you are Battle Enraged, you return to Governor’s War with that state still active. You can immediately be attacked or raided in GW—plan protection and reinforcements before the timer reaches 55:00.
PLAY FOR CONTROL.
This plan follows the confirmed rules and the likely Blizzard Frontline layout. Adjust assignments when the live battlefield reveals spawn positions and structure placement.
CLEAR THE ENTRY CHECK
Recall every crew, empty the hospital, remove hotel reinforcements, exit Government Area, and make sure nobody is Battle Enraged.
ANCHOR THE CENTER
Send the strongest reliable raid lead toward the Central Contact Station. Tower attacks use a five-minute raid timer, so every uncontested minute is expensive.
CLAIM RECON VALUE
If teammates join quickly, one strong raid lead can rotate across several towers—unless the enemy launches simultaneous raids and forces your faction to split.
TRADE WITH PURPOSE
Protect active building raids and punish isolated turfs. Do not chase low-value kills while the opponent owns the scoring structures.
ROTATE AND REINFORCE
Reinforce player turfs, heal under the 20% reduced cost, and keep your best leads ready for the next building raid.
LOCK THE FINAL MINUTES
Watch the score and the one-million threshold. Prioritize occupation uptime when you lead; force building contests when you trail.
You can reinforce and change the raid leader inside a tower controlled by your faction. Enemy-controlled towers can only be attacked by raid, never by an instant solo capture. Even when every defending crew leaves, the empty tower still requires the full five-minute raid, giving the faction that captures first a valuable response window.
THE SCOREBOARD.
The scoreboard uses red and blue, but your faction can be either color. Confirm your assigned color on the match screen before reading the score—do not assume your team is blue.

CENTRAL CONTACT STATION
No neutral defense. Continuous occupation awards faction points.

FRONTLINE RECON STATION
No neutral defense. Every controlled station keeps the score moving.
FIELD RULES.
- Your Turf is outside the Government Area.
- You are not Battle Enraged.
- No crews are outside your Turf.
- No reinforcements are in your Faction Hotel.
- You are on the Governor’s War Map.
- No wounded associates are in your Hospital.
- No crews are hiding in your Safehouse.
- You may leave and re-enter while the battlefield is open; live testing showed no apparent exit or re-entry cost.
- You can only leave when every crew is back inside your Turf—recall all outside crews first.
- The battlefield has a protected Safe Zone and an attackable Battle Zone.
- Entering from Governor’s War places you in your own faction’s Safe Zone; you cannot enter directly into the Battle Zone.
- All attacks against enemy-controlled battlefield buildings must be raids. Solo attacks and instant captures are not allowed.
- You can reinforce and change the raid leader inside a tower controlled by your faction.
- An enemy tower still requires the five-minute raid even when no defending crews remain inside.
- You may reinforce or station crews at another player’s Turf, and transport resources, but cannot station crews on empty tiles.
- Safe Zone actions do not trigger Battle Enraged or cancel protection. Moving your Turf into the Battle Zone cancels protection.
- An Underboss is not captured when an entire crew is wiped while attacking a battlefield building.
- Battlefield losses apply normally, reduced by 20%.
- Healing costs on the battlefield are reduced by 20%.
- Battlefield casualties count toward the Season’s Return Associates system.
- Every battlefield fight awards 20% additional Massacre Day Points.
- Battle Enraged does not clear at settlement. If it is active when you return, you remain vulnerable to attacks and raids in Governor’s War.
FACE-OFF REWARDS.
Both sides receive the same reward types, with larger quantities for the winner. And yes—there are no diamonds in either package. 😭